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Old 12-24-2013, 06:03 AM   #11
Mehmet
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Default Re: Free Action Limit?

I usually go with the number of available limbs and the targets that can be covered during the player's turn. I mean, if you have 7 limbs each holding a weapon, dropping all of them are not going to span more than a fraction of a second. Also, if the point budget is so that the PC have 10 different free action mental powers I don't count the number of powers but who can be affected by them (again, based on the nature of power, whether it requires seeing the target and such).

Although this has never became an issue in my games, I'd say I probably wouldn't allow someone to come up with a fiddly list of 30 instant mental powers to use each and every turn not because it is OP or something but because it would lessen the enjoyment of the game for the other players. A couple should work as long as the abilities are priced right. Words to live by: "a 100 CP advantage is just that, 100 CP worth of unfairness against someone who does not have it" (Dr Kromm, paraphrased).

Naming a list of powers the same shouldn't limit their simultaneous use but buying them as alternative abilities to each other should.

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Old 12-25-2013, 07:56 AM   #12
Peter Knutsen
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Default Re: Free Action Limit?

Quote:
Originally Posted by Ghostdancer View Post
I couldn't find a particularly satisfactory answer so I figured I'd ask the hive mind. Say I have a magical ability that I can use as a Free Action, how many times can it be used per round? Unlimited? Should there be a penalty involved per use after the first? RAW-wise, where should I look? What have you ruled in your own games?
If it's one per round, then what is the point cost for being able to do it more than once per turn? (Hint: this is GURPS. It has to have a point cost.)
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Old 12-25-2013, 02:55 PM   #13
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Default Re: Free Action Limit?

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Originally Posted by Peter Knutsen View Post
If it's one per round, then what is the point cost for being able to do it more than once per turn? (Hint: this is GURPS. It has to have a point cost.)
Altered Time Rate (Free actions only -80%) at a guess.
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 12-25-2013, 03:12 PM   #14
David Johnston2
 
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Default Re: Free Action Limit?

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Originally Posted by Peter Knutsen View Post
If it's one per round, then what is the point cost for being able to do it more than once per turn? (Hint: this is GURPS. It has to have a point cost.)
Before I set a price for "it" I want to know what "it" is.
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Old 12-25-2013, 04:43 PM   #15
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Default Re: Free Action Limit?

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Altered Time Rate (Free actions only -80%) at a guess.
Actually, it's probably more like -40% or even -20%, since many free actions are restricted to specific parts of your turn for a reason, and being able to have them switch around all you want is very useful. This even includes mundane free actions, such as weapon grips. (Although does nothing with talking)
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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